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/cvs/deliantra/server/socket/loop.C
Revision: 1.3
Committed: Tue Aug 29 08:01:38 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.2: +298 -298 lines
Log Message:
expand initial tabs to spaces

File Contents

# User Rev Content
1 elmex 1.1
2     /*
3     * static char *rcsid_loop_c =
4 root 1.3 * "$Id: loop.C,v 1.2 2006-08-24 13:13:49 root Exp $";
5 elmex 1.1 */
6    
7     /*
8     CrossFire, A Multiplayer game for X-windows
9    
10     Copyright (C) 2002-2003 Mark Wedel & The Crossfire Development Team
11     Copyright (C) 1992 Frank Tore Johansen
12    
13     This program is free software; you can redistribute it and/or modify
14     it under the terms of the GNU General Public License as published by
15     the Free Software Foundation; either version 2 of the License, or
16     (at your option) any later version.
17    
18     This program is distributed in the hope that it will be useful,
19     but WITHOUT ANY WARRANTY; without even the implied warranty of
20     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21     GNU General Public License for more details.
22    
23     You should have received a copy of the GNU General Public License
24     along with this program; if not, write to the Free Software
25     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26    
27     The author can be reached via e-mail to crossfire-devel@real-time.com
28     */
29    
30     /**
31     * \file
32     * Main client/server loops.
33     *
34     * \date 2003-12-02
35     *
36     * loop.c mainly deals with initialization and higher level socket
37     * maintenance (checking for lost connections and if data has arrived.)
38     * The reading of data is handled in ericserver.c
39     */
40    
41    
42     #include <global.h>
43     #ifndef __CEXTRACT__
44     #include <sproto.h>
45     #include <sockproto.h>
46     #endif
47    
48     #ifndef WIN32 /* ---win32 exclude unix headers */
49     #include <sys/types.h>
50     #include <sys/time.h>
51     #include <sys/socket.h>
52     #include <netinet/in.h>
53     #include <netdb.h>
54     #endif /* end win32 */
55    
56     #ifdef HAVE_UNISTD_H
57     #include <unistd.h>
58     #endif
59    
60     #ifdef HAVE_ARPA_INET_H
61     #include <arpa/inet.h>
62     #endif
63    
64     #include <loader.h>
65     #include <newserver.h>
66    
67     /*****************************************************************************
68     * Start of command dispatch area.
69     * The commands here are protocol commands.
70     ****************************************************************************/
71    
72     /* Either keep this near the start or end of the file so it is
73     * at least reasonablye easy to find.
74     * There are really 2 commands - those which are sent/received
75     * before player joins, and those happen after the player has joined.
76     * As such, we have function types that might be called, so
77     * we end up having 2 tables.
78     */
79    
80     typedef void (*func_uint8_int_ns) (char*, int, NewSocket *);
81    
82     struct NsCmdMapping {
83     const char *cmdname;
84     func_uint8_int_ns cmdproc;
85     };
86    
87     typedef void (*func_uint8_int_pl)(char*, int, player *);
88     struct PlCmdMapping {
89     const char *cmdname;
90     func_uint8_int_pl cmdproc;
91     uint8 flag;
92     };
93    
94     /**
95     * Dispatch table for the server.
96     *
97     * CmdMapping is the dispatch table for the server, used in HandleClient,
98     * which gets called when the client has input. All commands called here
99     * use the same parameter form (char* data, int len, int clientnum.
100     * We do implicit casts, because the data that is being passed is
101     * unsigned (pretty much needs to be for binary data), however, most
102     * of these treat it only as strings, so it makes things easier
103     * to cast it here instead of a bunch of times in the function itself.
104     * flag is 1 if the player must be in the playing state to issue the
105     * command, 0 if they can issue it at any time.
106     */
107     static struct PlCmdMapping plcommands[] = {
108     { "examine", ExamineCmd, 1},
109     { "apply", ApplyCmd, 1},
110     { "move", MoveCmd, 1},
111     { "reply", ReplyCmd, 0},
112     { "command", PlayerCmd, 1},
113     { "ncom", (func_uint8_int_pl)NewPlayerCmd, 1},
114     { "lookat", LookAt, 1},
115     { "lock", (func_uint8_int_pl)LockItem, 1},
116     { "mark", (func_uint8_int_pl)MarkItem, 1},
117     { "mapredraw", MapRedrawCmd, 0}, /* Added: phil */
118     { "mapinfo", MapInfoCmd, 2}, /* CF+ */
119     { "ext", ExtCmd, 2}, /* CF+ */
120     { NULL, NULL, 0} /* terminator */
121     };
122    
123     /** Face-related commands */
124     static struct NsCmdMapping nscommands[] = {
125     { "addme", AddMeCmd },
126     { "askface", SendFaceCmd}, /* Added: phil */
127     { "requestinfo", RequestInfo},
128     { "setfacemode", SetFaceMode},
129     { "setsound", SetSound},
130     { "setup", SetUp},
131     { "version", VersionCmd },
132     { "toggleextendedinfos", ToggleExtendedInfos}, /*Added: tchize*/
133     { "toggleextendedtext", ToggleExtendedText}, /*Added: tchize*/
134     { "asksmooth", AskSmooth}, /*Added: tchize (smoothing technologies)*/
135     { NULL, NULL} /* terminator (I, II & III)*/
136     };
137    
138     /**
139     * RequestInfo is sort of a meta command. There is some specific
140     * request of information, but we call other functions to provide
141     * that information.
142     */
143     void RequestInfo(char *buf, int len, NewSocket *ns)
144     {
145     char *params=NULL, *cp;
146     /* No match */
147     char bigbuf[MAX_BUF];
148     int slen;
149    
150     /* Set up replyinfo before we modify any of the buffers - this is used
151     * if we don't find a match.
152     */
153     strcpy(bigbuf,"replyinfo ");
154     slen = strlen(bigbuf);
155     safe_strcat(bigbuf, buf, &slen, MAX_BUF);
156    
157     /* find the first space, make it null, and update the
158     * params pointer.
159     */
160     for (cp = buf; *cp != '\0'; cp++)
161 root 1.3 if (*cp==' ') {
162     *cp = '\0';
163     params = cp + 1;
164     break;
165     }
166 elmex 1.1 if (!strcmp(buf, "image_info")) send_image_info(ns, params);
167     else if (!strcmp(buf,"image_sums")) send_image_sums(ns, params);
168     else if (!strcmp(buf,"skill_info")) send_skill_info(ns, params);
169     else if (!strcmp(buf,"spell_paths")) send_spell_paths(ns, params);
170     else Write_String_To_Socket(ns, bigbuf, len);
171     }
172    
173     /**
174     * Handles old socket format.
175     */
176     void Handle_Oldsocket(NewSocket *ns)
177     {
178     int stat,i;
179     CommFunc command;
180     char buf[MAX_BUF],*cp;
181     object ob;
182     player pl;
183    
184     /* This is not the most efficient block, but keeps the code simpler -
185     * we basically read a byte at a time until we get a newline, error,
186     * or no more characters to read.
187     */
188     do {
189     /* hack to disable old socket mode without creating too many conflicts */
190 root 1.3 if (1 || ns->inbuf.len >= MAXSOCKBUF-1) {
191     ns->status = Ns_Dead;
192     LOG(llevDebug, "Old input socket sent too much data without newline\n");
193     return;
194     }
195 elmex 1.1 #ifdef WIN32 /* ***win32: change oldsocket read() to recv() */
196 root 1.3 stat = recv(ns->fd, ns->inbuf.buf + ns->inbuf.len, 1,0);
197 elmex 1.1
198 root 1.3 if (stat==-1 && WSAGetLastError() !=WSAEWOULDBLOCK) {
199 elmex 1.1 #else
200 root 1.3 do {
201     stat = read(ns->fd, ns->inbuf.buf + ns->inbuf.len, 1);
202     } while ((stat<0) && (errno == EINTR));
203 elmex 1.1
204 root 1.3 if (stat<0 && errno != EAGAIN && errno !=EWOULDBLOCK) {
205 elmex 1.1 #endif
206 root 1.3 LOG(llevError, "Cannot read from socket: %s\n", strerror_local(errno));
207     ns->status = Ns_Dead;
208     return;
209     }
210     if (stat == 0) return;
211 elmex 1.1 } while (ns->inbuf.buf[ns->inbuf.len++]!='\n');
212    
213     ns->inbuf.buf[ns->inbuf.len]=0;
214    
215     cp = strchr((const char*)ns->inbuf.buf, ' ');
216     if (cp) {
217 root 1.3 /* Replace the space with a null, skip any more spaces */
218     *cp++=0;
219     while (isspace(*cp)) cp++;
220 elmex 1.1 }
221    
222     /* Strip off all spaces and control characters from end of line */
223     for (i=ns->inbuf.len-1; i>=0; i--) {
224 root 1.3 if (ns->inbuf.buf[i]<=32) ns->inbuf.buf[i]=0;
225     else break;
226 elmex 1.1 }
227     ns->inbuf.len=0; /* reset for next read */
228    
229     /* If just a return, don't do anything */
230     if (ns->inbuf.buf[0] == 0) return;
231     if (!strcasecmp((const char*)ns->inbuf.buf,"quit")) {
232 root 1.3 ns->status = Ns_Dead;
233     return;
234 elmex 1.1 }
235     if (!strcasecmp((const char*)ns->inbuf.buf, "listen")) {
236 root 1.3 if (cp) {
237     char *buf="Socket switched to listen mode\n";
238 elmex 1.1
239 root 1.3 free(ns->comment);
240     ns->comment = strdup_local(cp);
241     ns->old_mode = Old_Listen;
242     cs_write_string(ns, buf, strlen(buf));
243     } else {
244     char *buf="Need to supply a comment/url to listen\n";
245     cs_write_string(ns, buf, strlen(buf));
246     }
247     return;
248 elmex 1.1 }
249     if (!strcasecmp((const char*)ns->inbuf.buf, "name")) {
250 root 1.3 char *cp1=NULL;
251     if (cp) cp1= strchr(cp, ' ');
252     if (cp1) {
253     *cp1++ = 0;
254     while (isspace(*cp1)) cp1++;
255     }
256     if (!cp || !cp1) {
257     char *buf="Need to provide a name/password to name\n";
258     cs_write_string(ns, buf, strlen(buf));
259     return;
260     }
261    
262     if (verify_player(cp, cp1)==0) {
263     char *buf="Welcome back\n";
264     free(ns->comment);
265     ns->comment = strdup_local(cp);
266     ns->old_mode = Old_Player;
267     cs_write_string(ns, buf, strlen(buf));
268     }
269     else if (verify_player(cp, cp1)==2) {
270     ns->password_fails++;
271     if (ns->password_fails >= MAX_PASSWORD_FAILURES) {
272     char *buf="You failed to log in too many times, you will now be kicked.\n";
273     LOG(llevInfo, "A player connecting from %s in oldsocketmode has been dropped for password failure\n",
274     ns->host);
275     cs_write_string(ns, buf, strlen(buf));
276     ns->status = Ns_Dead;
277     }
278     else {
279     char *buf="Could not login you in. Check your name and password.\n";
280     cs_write_string(ns, buf, strlen(buf));
281     }
282     }
283     else {
284     char *buf="Could not login you in. Check your name and password.\n";
285     cs_write_string(ns, buf, strlen(buf));
286     }
287     return;
288 elmex 1.1 }
289    
290     command = find_oldsocket_command((char*)ns->inbuf.buf);
291     if (!command && ns->old_mode==Old_Player) {
292 root 1.3 command = find_oldsocket_command2((char*)ns->inbuf.buf);
293 elmex 1.1 }
294     if (!command) {
295 root 1.3 snprintf(buf, sizeof(buf), "Could not find command: %s\n", ns->inbuf.buf);
296     cs_write_string(ns, buf, strlen(buf));
297     return;
298 elmex 1.1 }
299    
300     /* This is a bit of a hack, but works. Basically, we make some
301     * fake object and player pointers and give at it.
302     * This works as long as the functions we are calling don't need
303     * to do anything to the object structure (ie, they are only
304     * outputting information and not actually updating anything much.)
305     */
306     ob.contr = &pl;
307     pl.ob = &ob;
308     ob.type = PLAYER;
309     pl.listening = 10;
310     pl.socket = *ns;
311     pl.outputs_count = 1;
312     ob.name = ns->comment;
313    
314     command(&ob, cp);
315     }
316    
317    
318     /**
319     * Handle client input.
320     *
321     * HandleClient is actually not named really well - we only get here once
322     * there is input, so we don't do exception or other stuff here.
323     * sock is the output socket information. pl is the player associated
324     * with this socket, null if no player (one of the init_sockets for just
325     * starting a connection)
326     */
327    
328     void HandleClient(NewSocket *ns, player *pl)
329     {
330     int len=0,i,cnt;
331     char *data;
332    
333     /* Loop through this - maybe we have several complete packets here. */
334     // limit to a few commands only, though, as to not monopolise the server
335     for (cnt = 16; cnt--; ) {
336 root 1.3 /* If it is a player, and they don't have any speed left, we
337     * return, and will read in the data when they do have time.
338     */
339     if (pl && pl->state==ST_PLAYING && pl->ob != NULL && pl->ob->speed_left < 0) {
340     return;
341     }
342    
343     if (ns->status == Ns_Old) {
344     Handle_Oldsocket(ns);
345     return;
346     }
347     i=SockList_ReadPacket(ns->fd, &ns->inbuf, MAXSOCKBUF-1);
348     /* Special hack - let the user switch to old mode if in the Ns_Add
349     * phase. Don't demand they add in the special length bytes
350 elmex 1.1 */
351 root 1.3 if (ns->status == Ns_Add) {
352     if (!strncasecmp((const char*)ns->inbuf.buf,"oldsocketmode", 13)) {
353     ns->status = Ns_Old;
354     ns->inbuf.len=0;
355     cs_write_string(ns, "Switched to old socket mode\n", 28);
356     LOG(llevDebug,"Switched socket to old socket mode\n");
357     return;
358     }
359     }
360 elmex 1.1
361 root 1.3 if (i<0) {
362 elmex 1.1 #ifdef ESRV_DEBUG
363 root 1.3 LOG(llevDebug,"HandleClient: Read error on connection player %s\n", (pl?pl->ob->name:"None"));
364 elmex 1.1 #endif
365 root 1.3 /* Caller will take care of cleaning this up */
366     ns->status =Ns_Dead;
367     return;
368     }
369     /* Still dont have a full packet */
370     if (i==0) return;
371 elmex 1.1
372     // //D//TODO//temporarily log long commands
373     // if (ns->inbuf.len >= 40 && pl && pl->ob)
374     // LOG (llevDebug, "HandleClient: long comamnd from <%s,%s> %d<%s>\n", pl->ob->name, ns->host, ns->inbuf.len, ns->inbuf.buf + 2);
375    
376 root 1.3 /* First, break out beginning word. There are at least
377     * a few commands that do not have any paremeters. If
378     * we get such a command, don't worry about trying
379     * to break it up.
380     */
381     data = (char *)strchr((char*)ns->inbuf.buf +2, ' ');
382     if (data) {
383     *data='\0';
384     data++;
385     len = ns->inbuf.len - (data - (char*)ns->inbuf.buf);
386     }
387     else len=0;
388    
389     ns->inbuf.buf[ns->inbuf.len]='\0'; /* Terminate buffer - useful for string data */
390     for (i=0; nscommands[i].cmdname !=NULL; i++) {
391     if (strcmp((char*)ns->inbuf.buf+2,nscommands[i].cmdname)==0) {
392     nscommands[i].cmdproc((char*)data,len,ns);
393     ns->inbuf.len=0;
394 elmex 1.1 return;//D// not doing this causes random memory corruption
395     goto next_packet;
396 root 1.3 }
397     }
398     /* Player must be in the playing state or the flag on the
399     * the command must be zero for the user to use the command -
400     * otherwise, a player cam save, be in the play_again state, and
401     * the map they were on gets swapped out, yet things that try to look
402     * at the map causes a crash. If the command is valid, but
403     * one they can't use, we still swallow it up.
404     */
405     if (pl) for (i=0; plcommands[i].cmdname !=NULL; i++) {
406     if (strcmp((char*)ns->inbuf.buf+2,plcommands[i].cmdname)==0) {
407     if (pl->state == ST_PLAYING || !(plcommands[i].flag & 1))
408     plcommands[i].cmdproc((char*)data,len,pl);
409     ns->inbuf.len=0;
410 elmex 1.1 //D// not doing this causes random memory corruption
411     if (plcommands[i].flag & 2)
412     goto next_packet;
413     return;
414 root 1.3 }
415     }
416     /* If we get here, we didn't find a valid command. Logging
417     * this might be questionable, because a broken client/malicious
418     * user could certainly send a whole bunch of invalid commands.
419     */
420     LOG(llevDebug,"Bad command from client (%s)\n",ns->inbuf.buf+2);
421 elmex 1.1 next_packet:
422     ;
423     }
424     }
425    
426    
427     /*****************************************************************************
428     *
429     * Low level socket looping - select calls and watchdog udp packet
430     * sending.
431     *
432     ******************************************************************************/
433    
434     #ifdef WATCHDOG
435     /**
436     * Tell watchdog that we are still alive
437     *
438     * I put the function here since we should hopefully already be getting
439     * all the needed include files for socket support
440     */
441    
442     void watchdog(void)
443     {
444     static int fd=-1;
445     static struct sockaddr_in insock;
446    
447     if (fd==-1)
448     {
449     struct protoent *protoent;
450    
451     if ((protoent=getprotobyname("udp"))==NULL ||
452     (fd=socket(PF_INET, SOCK_DGRAM, protoent->p_proto))==-1)
453     {
454     return;
455     }
456     insock.sin_family=AF_INET;
457     insock.sin_port=htons((unsigned short)13325);
458     insock.sin_addr.s_addr=inet_addr("127.0.0.1");
459     }
460     sendto(fd,(void *)&fd,1,0,(struct sockaddr *)&insock,sizeof(insock));
461     }
462     #endif
463    
464     void flush_sockets(void)
465     {
466     player *pl;
467    
468     for (pl = first_player; pl != NULL; pl = pl->next)
469     if (pl->socket.status != Ns_Dead)
470     Socket_Flush (&pl->socket);
471     }
472    
473     /**
474     * This checks the sockets for input and exceptions, does the right thing.
475     *
476     * A bit of this code is grabbed out of socket.c
477     * There are 2 lists we need to look through - init_sockets is a list
478     *
479     */
480     void doeric_server(void)
481     {
482     int i, pollret;
483     fd_set tmp_read, tmp_exceptions, tmp_write;
484     struct sockaddr_in addr;
485     socklen_t addrlen=sizeof(struct sockaddr);
486     player *pl, *next;
487    
488     #ifdef CS_LOGSTATS
489     if ((time(NULL)-cst_lst.time_start)>=CS_LOGTIME)
490 root 1.3 write_cs_stats();
491 elmex 1.1 #endif
492    
493     FD_ZERO(&tmp_read);
494     FD_ZERO(&tmp_write);
495     FD_ZERO(&tmp_exceptions);
496    
497     for(i=0;i<socket_info.allocated_sockets;i++) {
498 root 1.3 if (init_sockets[i].status == Ns_Dead) {
499     free_newsocket(&init_sockets[i]);
500     init_sockets[i].status = Ns_Avail;
501     socket_info.nconns--;
502     } else if (init_sockets[i].status != Ns_Avail){
503     FD_SET((uint32)init_sockets[i].fd, &tmp_read);
504     FD_SET((uint32)init_sockets[i].fd, &tmp_write);
505     FD_SET((uint32)init_sockets[i].fd, &tmp_exceptions);
506     }
507 elmex 1.1 }
508    
509     /* Go through the players. Let the loop set the next pl value,
510     * since we may remove some
511     */
512     for (pl=first_player; pl!=NULL; ) {
513 root 1.3 if (pl->socket.status == Ns_Dead) {
514     player *npl=pl->next;
515 elmex 1.1
516 root 1.3 save_player(pl->ob, 0);
517     if(!QUERY_FLAG(pl->ob,FLAG_REMOVED)) {
518     terminate_all_pets(pl->ob);
519     remove_ob(pl->ob);
520     }
521     leave(pl,1);
522     final_free_player(pl);
523     pl=npl;
524     }
525     else {
526     FD_SET((uint32)pl->socket.fd, &tmp_read);
527     FD_SET((uint32)pl->socket.fd, &tmp_write);
528     FD_SET((uint32)pl->socket.fd, &tmp_exceptions);
529     pl=pl->next;
530     }
531 elmex 1.1 }
532    
533     /* Reset timeout each time, since some OS's will change the values on
534     * the return from select.
535     */
536     socket_info.timeout.tv_sec = 0;
537     socket_info.timeout.tv_usec = 0;
538    
539     pollret= select(socket_info.max_filedescriptor, &tmp_read, &tmp_write,
540 root 1.3 &tmp_exceptions, &socket_info.timeout);
541 elmex 1.1
542     if (pollret==-1) {
543 root 1.3 LOG(llevError, "select failed: %s\n", strerror_local(errno));
544     return;
545 elmex 1.1 }
546    
547     /* We need to do some of the processing below regardless */
548     /* if (!pollret) return;*/
549    
550     /* Following adds a new connection */
551     if (pollret && FD_ISSET(init_sockets[0].fd, &tmp_read)) {
552 root 1.3 int newsocknum=0;
553 elmex 1.1
554     #ifdef ESRV_DEBUG
555 root 1.3 LOG(llevDebug,"doeric_server: New Connection\n");
556 elmex 1.1 #endif
557 root 1.3 /* If this is the case, all sockets currently in used */
558     if (socket_info.allocated_sockets <= socket_info.nconns) {
559     init_sockets = (NewSocket *) realloc(init_sockets,sizeof(NewSocket)*(socket_info.nconns+1));
560     if (!init_sockets) fatal(OUT_OF_MEMORY);
561     newsocknum = socket_info.allocated_sockets;
562     socket_info.allocated_sockets++;
563     init_sockets[newsocknum].faces_sent_len = nrofpixmaps;
564     init_sockets[newsocknum].faces_sent = (uint8*) malloc(nrofpixmaps*sizeof(*init_sockets[newsocknum].faces_sent));
565     if (!init_sockets[newsocknum].faces_sent) fatal(OUT_OF_MEMORY);
566     init_sockets[newsocknum].status = Ns_Avail;
567     }
568     else {
569     int j;
570    
571     for (j=1; j<socket_info.allocated_sockets; j++)
572     if (init_sockets[j].status == Ns_Avail) {
573     newsocknum=j;
574     break;
575     }
576     }
577     init_sockets[newsocknum].fd=accept(init_sockets[0].fd, (struct sockaddr *)&addr, &addrlen);
578     if (init_sockets[newsocknum].fd==-1) {
579     LOG(llevError, "accept failed: %s\n", strerror_local(errno));
580     }
581     else {
582     char buf[MAX_BUF];
583     long ip;
584     NewSocket *ns;
585    
586     ns = &init_sockets[newsocknum];
587    
588     ip = ntohl(addr.sin_addr.s_addr);
589     sprintf(buf, "%ld.%ld.%ld.%ld", (ip>>24)&255, (ip>>16)&255, (ip>>8)&255, ip&255);
590    
591     if (checkbanned(NULL, buf)) {
592     LOG(llevInfo, "Banned host tried to connect: [%s]\n", buf);
593     close(init_sockets[newsocknum].fd);
594     init_sockets[newsocknum].fd = -1;
595     }
596     else {
597     InitConnection(ns, buf);
598     socket_info.nconns++;
599     }
600     }
601 elmex 1.1 }
602    
603     /* Check for any exceptions/input on the sockets */
604     if (pollret) for(i=1;i<socket_info.allocated_sockets;i++) {
605 root 1.3 if (init_sockets[i].status == Ns_Avail) continue;
606     if (FD_ISSET(init_sockets[i].fd,&tmp_exceptions)) {
607     free_newsocket(&init_sockets[i]);
608     init_sockets[i].status = Ns_Avail;
609     socket_info.nconns--;
610     continue;
611     }
612     if (FD_ISSET(init_sockets[i].fd, &tmp_read)) {
613     HandleClient(&init_sockets[i], NULL);
614     }
615     if (FD_ISSET(init_sockets[i].fd, &tmp_write)) {
616     init_sockets[i].can_write=1;
617     }
618 elmex 1.1 }
619    
620     /* This does roughly the same thing, but for the players now */
621     for (pl=first_player; pl!=NULL; pl=next) {
622    
623 root 1.3 next=pl->next;
624     if (pl->socket.status==Ns_Dead) continue;
625 elmex 1.1
626 root 1.3 if (FD_ISSET(pl->socket.fd,&tmp_write)) {
627     if (!pl->socket.can_write) {
628 elmex 1.1 #if 0
629 root 1.3 LOG(llevDebug,"Player %s socket now write enabled\n", pl->ob->name);
630 elmex 1.1 #endif
631 root 1.3 pl->socket.can_write=1;
632     write_socket_buffer(&pl->socket);
633     }
634     /* if we get an error on the write_socket buffer, no reason to
635     * continue on this socket.
636     */
637     if (pl->socket.status==Ns_Dead) continue;
638     }
639     else pl->socket.can_write=0;
640    
641     if (FD_ISSET(pl->socket.fd,&tmp_exceptions)) {
642     save_player(pl->ob, 0);
643     if(!QUERY_FLAG(pl->ob,FLAG_REMOVED)) {
644     terminate_all_pets(pl->ob);
645     remove_ob(pl->ob);
646     }
647     leave(pl,1);
648     final_free_player(pl);
649     }
650     else {
651     HandleClient(&pl->socket, pl);
652     /* If the player has left the game, then the socket status
653     * will be set to this be the leave function. We don't
654     * need to call leave again, as it has already been called
655     * once.
656     */
657     if (pl->socket.status==Ns_Dead) {
658     save_player(pl->ob, 0);
659     if(!QUERY_FLAG(pl->ob,FLAG_REMOVED)) {
660     terminate_all_pets(pl->ob);
661     remove_ob(pl->ob);
662     }
663     leave(pl,1);
664     final_free_player(pl);
665     } else {
666    
667     /* Update the players stats once per tick. More efficient than
668     * sending them whenever they change, and probably just as useful
669     */
670     esrv_update_stats(pl);
671     if (pl->last_weight != -1 && pl->last_weight != WEIGHT(pl->ob)) {
672     esrv_update_item(UPD_WEIGHT, pl->ob, pl->ob);
673     if(pl->last_weight != WEIGHT(pl->ob))
674     LOG(llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n", (unsigned long)pl->last_weight, WEIGHT(pl->ob));
675     }
676     /* draw_client_map does sanity checking that map is
677     * valid, so don't do it here.
678     */
679     draw_client_map(pl->ob);
680     if (pl->socket.update_look) esrv_draw_look(pl->ob);
681     }
682     }
683 elmex 1.1 }
684     }